2016-02-16 15:07:25 +01:00
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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2016-07-03 21:32:35 +02:00
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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2016-02-16 15:07:25 +01:00
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inWorldPos;
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2016-07-03 21:32:35 +02:00
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layout (location = 4) in vec3 inTangent;
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2016-02-16 15:07:25 +01:00
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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void main()
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{
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outPosition = vec4(inWorldPos, 1.0);
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2016-07-03 21:32:35 +02:00
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// Calculate normal in tangent space
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent);
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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outNormal = vec4(tnorm, 1.0);
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2016-02-16 15:07:25 +01:00
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outAlbedo = texture(samplerColor, inUV);
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}
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